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import QtQuick 2.1 as QQ2
import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
import Qt3D.Extras 2.0
import QtQuick 2.0
import com.tz.qmlcomponents 1.0

Entity {
    id: sceneRoot

    Camera {
        id: camera
        projectionType: CameraLens.PerspectiveProjection
        fieldOfView: 95
        aspectRatio: _window.width / _window.height
        nearPlane: 0.1
        farPlane: 1000.0
        position: Qt.vector3d(0.0, 10.0, 20.0)
        viewCenter: Qt.vector3d(0.0, 0.0, 0.0)
        upVector: Qt.vector3d(0.0, 1.0, 0.0)
    }

    FirstPersonCameraController { camera: camera }

    ShadowMapLight {
        id: light
    }

    components: [
        ShadowMapFrameGraph {
            id: framegraph
            viewCamera: camera
            lightCamera: light.lightCamera
        },
        // Event Source will be set by the Qt3DQuickWindow
        InputSettings { }
    ]

    AccelerometerItem{
        id:accelerometer
        onGDataComing: handleAccelData(x,y,z);
    }

    function handleAccelData(x,y,z)
    {
        //if x2 + y2 + z2 == g2
        var test = 0;
        test = x*x + y*y + z*z;
        test = Math.sqrt(test);
        //console.log("test="+test)

        var x_ang = 0;
        var x_tmp = 0;
        var y_ang = 0;
        var y_tmp = 0;
        var z_ang = 0;
        var z_tmp = 0;

        x_tmp = x/test;
        //console.log("x_tmp = " + x_tmp);
        if(x_tmp > 1)
           x_ang = 90; //90
        else if(x_tmp < -1)
            x_ang = -90;//-90
        else
            x_ang = (Math.asin(x_tmp))*180/Math.PI;

        y_tmp = y/test;
        //console.log("y_tmp = " + y_tmp);
        if(y_tmp > 1)
           y_ang = 90; //90
        else if(y_tmp < -1)
            y_ang = -90;//-90
        else
            y_ang = (Math.asin(y_tmp))*180/Math.PI;

        z_tmp = z/test;
        //console.log("y_tmp = " + y_tmp);
        if(z_tmp > 1)
           z_ang = 90; //90
        else if(z_tmp < -1)
            z_ang = -90;//-90
        else
            z_ang = (Math.asin(z_tmp))*180/Math.PI;

        if(z_tmp>=0){
            plane.roll_Angle = x_ang;
            plane.pitch_Angle = -y_ang;
        }
        else{
            if(x_ang>0)
                plane.roll_Angle = 180-x_ang;
            if(x_ang<0)
                plane.roll_Angle = -180-x_ang;
            if(y_ang>0)
                plane.pitch_Angle = -(180-y_ang);
            if(y_ang<0)
                plane.pitch_Angle = -(-180-y_ang);
        }
        console.log("x_ang is " + x_ang + "\t" + "y_ang is " + y_ang + "\t" + "z_ang is " + z_ang + "\t" + plane.roll_Angle  + "\t" + plane.pitch_Angle)
    }

    AdsEffect {
        id: shadowMapEffect

        shadowTexture: framegraph.shadowTexture
        light: light
    }
    Timer {
           property real angle:0
           interval: 1000; running: true; repeat: true
           onTriggered:{
               angle = angle + 5;
              // plane.pitch_Angle = angle
               //plane.roll_Angle = angle
           }
       }


    // Toyplane entity
    Toyplane {
        id:plane
        material: AdsMaterial {
            effect: shadowMapEffect
           // diffuseColor: Qt.rgba(0.9, 0.5, 0.3, 1.0)
            shininess: 75
        }
    }
    // Plane entity
    GroundPlane {
        material: AdsMaterial {
            effect: shadowMapEffect
            diffuseColor: Qt.rgba(0.2, 0.5, 0.3, 1.0)
            specularColor: Qt.rgba(0, 0, 0, 1.0)
        }
    }

}
